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CosmicEngine/lib/All/JoltPhysics/UnitTests/Physics/PhysicsDeterminismTests.cpp

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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include "UnitTestFramework.h"
#include "PhysicsTestContext.h"
#include "Layers.h"
#include <Jolt/Physics/Constraints/SwingTwistConstraint.h>
#include <Jolt/Physics/Collision/GroupFilterTable.h>
TEST_SUITE("PhysicsDeterminismTests")
{
struct BodyProperties
{
RVec3 mPositionCOM;
Quat mRotation;
Vec3 mLinearVelocity;
Vec3 mAngularVelocity;
AABox mBounds;
bool mIsActive;
};
/// Extract all relevant properties of a body for the test
static void GetBodyProperties(PhysicsTestContext &ioContext, const BodyID &inBodyID, BodyProperties &outProperties)
{
BodyLockRead lock(ioContext.GetSystem()->GetBodyLockInterface(), inBodyID);
if (lock.SucceededAndIsInBroadPhase())
{
const Body &body = lock.GetBody();
outProperties.mIsActive = body.IsActive();
outProperties.mPositionCOM = body.GetCenterOfMassPosition();
outProperties.mRotation = body.GetRotation();
outProperties.mLinearVelocity = body.GetLinearVelocity();
outProperties.mAngularVelocity = body.GetAngularVelocity();
outProperties.mBounds = body.GetWorldSpaceBounds();
}
else
{
CHECK(false);
}
}
/// Step two physics simulations for inTotalTime and check after each step that the simulations are identical
static void CompareSimulations(PhysicsTestContext &ioContext1, PhysicsTestContext &ioContext2, float inTotalTime)
{
CHECK(ioContext1.GetDeltaTime() == ioContext2.GetDeltaTime());
// Step until we've stepped for inTotalTime
for (float t = 0; t <= inTotalTime; t += ioContext1.GetDeltaTime())
{
// Step the simulation
ioContext1.SimulateSingleStep();
ioContext2.SimulateSingleStep();
// Get all bodies
BodyIDVector bodies1, bodies2;
ioContext1.GetSystem()->GetBodies(bodies1);
ioContext2.GetSystem()->GetBodies(bodies2);
CHECK(bodies1.size() == bodies2.size());
// Loop over all bodies
for (size_t b = 0; b < min(bodies1.size(), bodies2.size()); ++b)
{
// Check that the body ID's match
BodyID b1_id = bodies1[b];
BodyID b2_id = bodies2[b];
CHECK(b1_id == b2_id);
// Get the properties of the body
BodyProperties properties1, properties2;
GetBodyProperties(ioContext1, b1_id, properties1);
GetBodyProperties(ioContext2, b2_id, properties2);
CHECK(properties1.mIsActive == properties2.mIsActive);
CHECK(properties1.mPositionCOM == properties2.mPositionCOM);
CHECK(properties1.mRotation == properties2.mRotation);
CHECK(properties1.mLinearVelocity == properties2.mLinearVelocity);
CHECK(properties1.mAngularVelocity == properties2.mAngularVelocity);
CHECK(properties1.mBounds.mMin == properties2.mBounds.mMin);
CHECK(properties1.mBounds.mMax == properties2.mBounds.mMax);
}
}
}
static void CreateGridOfBoxesDiscrete(PhysicsTestContext &ioContext)
{
UnitTestRandom random;
uniform_real_distribution<float> restitution(0.0f, 1.0f);
ioContext.CreateFloor();
for (int x = 0; x < 5; ++x)
for (int z = 0; z < 5; ++z)
{
Body &body = ioContext.CreateBox(RVec3(float(x), 5.0f, float(z)), Quat::sRandom(random), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sReplicate(0.1f));
body.SetRestitution(restitution(random));
body.SetLinearVelocity(Vec3::sRandom(random));
}
}
TEST_CASE("TestGridOfBoxesDiscrete")
{
PhysicsTestContext c1(1.0f / 60.0f, 1, 0);
CreateGridOfBoxesDiscrete(c1);
PhysicsTestContext c2(1.0f / 60.0f, 1, 15);
CreateGridOfBoxesDiscrete(c2);
CompareSimulations(c1, c2, 5.0f);
}
static void CreateGridOfBoxesLinearCast(PhysicsTestContext &ioContext)
{
UnitTestRandom random;
uniform_real_distribution<float> restitution(0.0f, 1.0f);
ioContext.CreateFloor();
for (int x = 0; x < 5; ++x)
for (int z = 0; z < 5; ++z)
{
Body &body = ioContext.CreateBox(RVec3(float(x), 5.0f, float(z)), Quat::sRandom(random), EMotionType::Dynamic, EMotionQuality::LinearCast, Layers::MOVING, Vec3::sReplicate(0.1f));
body.SetRestitution(restitution(random));
body.SetLinearVelocity(Vec3::sRandom(random) - Vec3(0, -5.0f, 0));
}
}
TEST_CASE("TestGridOfBoxesLinearCast")
{
PhysicsTestContext c1(1.0f / 60.0f, 1, 0);
CreateGridOfBoxesLinearCast(c1);
PhysicsTestContext c2(1.0f / 60.0f, 1, 15);
CreateGridOfBoxesLinearCast(c2);
CompareSimulations(c1, c2, 5.0f);
}
static void CreateGridOfBoxesConstrained(PhysicsTestContext &ioContext)
{
UnitTestRandom random;
uniform_real_distribution<float> restitution(0.0f, 1.0f);
ioContext.CreateFloor();
const int cNumPerAxis = 5;
// Build a collision group filter that disables collision between adjacent bodies
Ref<GroupFilterTable> group_filter = new GroupFilterTable(cNumPerAxis);
for (CollisionGroup::SubGroupID i = 0; i < cNumPerAxis - 1; ++i)
group_filter->DisableCollision(i, i + 1);
// Create a number of chains
for (int x = 0; x < cNumPerAxis; ++x)
{
// Create a chain of bodies connected with swing twist constraints
Body *prev_body = nullptr;
for (int z = 0; z < cNumPerAxis; ++z)
{
RVec3 body_pos(float(x), 5.0f, 0.2f * float(z));
Body &body = ioContext.CreateBox(body_pos, Quat::sRandom(random), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sReplicate(0.1f));
body.SetRestitution(restitution(random));
body.SetLinearVelocity(Vec3::sRandom(random));
body.SetCollisionGroup(CollisionGroup(group_filter, CollisionGroup::GroupID(x), CollisionGroup::SubGroupID(z)));
// Constrain the body to the previous body
if (prev_body != nullptr)
{
SwingTwistConstraintSettings st;
st.mPosition1 = st.mPosition2 = body_pos - Vec3(0, 0, 0.1f);
st.mTwistAxis1 = st.mTwistAxis2 = Vec3::sAxisZ();
st.mPlaneAxis1 = st.mPlaneAxis2 = Vec3::sAxisX();
st.mNormalHalfConeAngle = DegreesToRadians(45.0f);
st.mPlaneHalfConeAngle = DegreesToRadians(30.0f);
st.mTwistMinAngle = DegreesToRadians(-15.0f);
st.mTwistMaxAngle = DegreesToRadians(15.0f);
Ref<Constraint> constraint = st.Create(*prev_body, body);
ioContext.GetSystem()->AddConstraint(constraint);
}
prev_body = &body;
}
}
}
TEST_CASE("TestGridOfBoxesConstrained")
{
PhysicsTestContext c1(1.0f / 60.0f, 1, 0);
CreateGridOfBoxesConstrained(c1);
PhysicsTestContext c2(1.0f / 60.0f, 1, 15);
CreateGridOfBoxesConstrained(c2);
CompareSimulations(c1, c2, 5.0f);
}
}